Notices


Ooc

 
Unfortunately each spell once, unless you pay another tenth for a second use of one of the spells. Have wacked up a list.

Racial ability descriptions have been updated - you shoud be able to fully create your armies now!

Get working on those factions guys! Post any questions or if you want any advice. This should be ace

so we have it all in one place if you want it :

Create a level one dnd 3.5 hero from srd material only. No magic items (yet).

It's nice for a race to have a theme but doesn't have to. Just put your points onto your stats with a minimum of 1 in each. 1point = 1stat. In terms of HP, you will see that you already have a free (and therefore minimum) amount of hp for each level of troop that does not count towards your point total. This ensures your amazing level seven troops are never without less than 128 hp, even if you decide not to give them any more! ect. Each level of troop can have abilities that cost a tenth of their starting cost per ability, rounding up. If you want to make an ability better you can just shove the word improved and then greater infront ofthe ability and have it take up 2 or 3 tenths of your starting points (eg, improved poison, as per my example later). The other thing to say is that Initiative and seed are just as important as any of the others and can be as high as you want them. Technically you could have a level seven troop with one in every stat apart from hp and speed... though I wouldn't recommend it .

RACE: ------------ Name -- Attack -- Defence -- Min Damage -- Max Damage -- HP -- Initiative -- Speed

Level 1
(2 HP)
10 Points
15 Points

Level 2
(4 HP)
20 Points
30 Points

Level 3
(8 HP)
40 Points
60 Points

Level 4
(16 HP)
80 Points
120 Points

Level 5
(32 HP)
160 Points
240 Points

Level 6
(64 HP)
320 Points
480 Points

Level 7
(128 HP)
640 Points
960 Points

Ideally we will have four teams of 2 and an NPC team.

Abilities cost 1/10 of a troops points, always rounded up! 2 tenths of your points spent on a spell allows the use of it twice per battle. In order to buy an improved skill, you must buy the basic one first, eg stealth, improved stealth, greater stealth. Greater stealth therefore costs 3 tenths rounded up of a troops starting points.

Ranged
No Ranged Penalty
No Melee Penalty
Double Shot
Warding Arrow --- Lowers initiative
Imbune Arrow --- Lowers Defence

Flight --- increases/decreases defence against melee/ranged
Shadow Walk --- increases defence vs ranged and increases initiative
Teleport --- increases defence vs ranged and increases speed
Incoporeal --- increases hp
Stealth --- increases init and defence vs ranged
Improved Stealth --- decreases speed, increases init and defence vs ranged
Greater Stealth --- decreases speed, increases init and immune to ranged

No Enemy retaliation
Infinate Retaliation --- usually only one
Double Strike --- increases max damage
Cleave --- increases min and max damage
Dual Wield --- increases attack
Great Weapon --- increases max damage
Bash --- enemies retaliate less

Large Shield --- increases defence vs ranged
Hardened --- increases hp
Shield Other --- increases another stack's defence vs ranged
Carapace --- increases defence
Armoured --- increases defence

Poison --- extra damage over time
Improved poison --- extra damage over time
Greater Poison --- extra damage instantly and over time

Regenerate --- gradually heal over time
Life Drain --- heal and resurrect while damaging foes.

(Acid) Blood --- attackers take damage
Energy Immunity --- immune to Acid, Fire, and Lightning

Spells, 1 use per battle, lasts the whole battle:
Raise Dead --- heal + resurrect
Lightning Bolt --- damage
Decay --- Damage each action
Slow --- Lowers speed
Confusion --- Lowers initiative
Suffering --- lowers attack
Weakness --- lowers max damage
Vulnerability --- lowers defence
Haste --- raises initiative
Endurance --- raises defence
Divine Strength --- raises minimum damage
Righteous Might --- raises attack
Heal --- Heals completly but doesn't resurrect
Regenerate --- partially Heals and resurrects each action
Cleansing --- remove all negative spell effects

Req level 4+
Lay on Hands --- fully heal one stack once, no resurrection.
Champion Charge --- charges deal damage to two stacks
Enchanted Blades --- increases attack
First Strike --- upon being attacked, you attack first, one use per battle.
Mana Drain --- Attack drains creaures mana
Arrow Steal --- attacks steals creatures arrows

Req level 6+
(Fire) Breath --- Attack damages three stacks
Blade of Slaughter --- Attack deals more damage against more opponents
Vorpal --- This stacks always kills at least one creature

Req level 7+
Spell: Divine Vengeance --- Damages according to damage stack has dealt
Spell: Resurrect --- Whole stack.

Sample Faction that you use if you wish: Haven.

Level 1: Peasants: Attack 1 Defence 1 Min dmg 1 Max dmg 2 HP 4 Init 1 Speed 1 Special: Stealth.
Upgrade: WasPeasants:Attack 1 Defence 1 Min dmg 1 Max dmg 2 HP 4 Init 1 Speed 3 Special: Stealth, Incoporeal.

Level 2: Archers: Attack 5 Defence 1 Min dmg 2 Max dmg 3 HP 5 Init 1 Speed 1 Special: Ranged.
Upgrade: Longbowmen Attack 10 Defence 1 Min dmg 3 Max dmg 7 HP 5 Init 1 Speed 1 Special: Ranged.

Level 3: Footmen: Attack 3 Defence 15 Min dmg 2 Max dmg 3 HP 10 Init 1 Speed 6 Special: Large shield. Shield Other.
Upgrade: Squire Attack 3 Defence 15 Min dmg 2 Max dmg 3 HP 10 Init 1 Speed 16 Special: Large shield. Shield Other. Armoured.

Level 4: Knight: Attack 20 Defence 20 Min dmg 5 Max dmg 20 HP 20 Init 1 Speed 10 Special:
Upgrade: Grand Master Attack 20 Defence 20 Min dmg 5 Max dmg 24 HP 20 Init 1 Speed 10 Special: Enchanted Blades. First Strike. Spell: Divine Strength.

Level 5: Priest: Attack 1 Defence 10 Min dmg 5 Max dmg 10 HP 50 Init 50 Speed 2 Special: Spells: Cleansing. Regenerate. Heal. Haste.
Upgrade: Inquisitor: Attack 1 Defence 10 Min dmg 5 Max dmg 10 HP 50 Init 50 Speed 2 Special: Spells: Cleansing. Regenerate. Heal. Haste. Weakness. Confusion.

Level 6: Paladin: Attack 50 Defence 50 Min dmg 20 Max dmg 50 HP 100 Init 36 Speed 14 Special: Vorpal. Infinate Retalliation.
Upgrade: Hypogriff Riders Attack 50 Defence 50 Min dmg 20 Max dmg 50 HP 100 Init 37 Speed 45 Special: Vorpal. Infinate Retalliation. Flight. Regenerate.

Level 7: Angel: Attack 100 Defence 100 Min dmg 36 Max dmg 150 HP 128 Init 90 Speed 100 Special: Flight.
Upgrade: Archangel: Attack 100 Defence 100 Min dmg 50 Max dmg 200 HP 150 Init 100 Speed 100 Special: Flight. Spell: Divine Vengeance, Resurrect.




Buillding options! gp =gold. o= ore. w=wood. c=crystal. g=gems s=sulphar. m=mercury. You start with just a Village Hall. Note that Resource Silos and Master forges can be bought multiple times, each time applying it to a different resource/troop. STARTING RESOURCES= 20w 20o 10c 10g 10m 10s 20,000gp.

Village Hall, +500gp/day --- TownHall, 2000gp, +500gp/day --- City Hall, 5000gp, +1000gp/day --- Capital, 10,000gp, +2000gp/day.

Tavern, 500gp 5w, recruit Heroes --- Brothel, 500gp 5w 1g 1c, doubles peasant growth and +500gp/day.

Motte and Bailey, 2000gp 20w, +5defence for defending army. --- Keep, 5000gp 10w 10o, +50% base creature growth and +500gp/day. --- Stone Walls, 5000 20o, +5defence for defending army --- Castle, 5000gp 10w 10o +50% base creature growth and +10 defence for defending army and +1000gp/day. --- Triple Portcullice, 15o, +5 Defence for defending army. --- Murder Holes, 5o, +1 minimum and maximum damage for defending army --- Ballistae, 20w, +10 attack for defending army.

Den of Thieves, 2000gp, know enemies best creatures and overall number of troops --- Safehouse, 4000gp, Know enemies exact numbers per troop type and 2 random stats of opponents ont he field --- Espionage Guild, 8000gp, know incomes, alliances, trade routes, Buildings, wealth and resources of all players --- Spy Network, 16,000, Know all creature stats as well.

Troop Buildings- All on the left are required for the next above, eg Peanant huts and The Butts must be built before Barracks ect, but they can be upgraded at any time. 'Breaking the chain' makes the buildings cost more. For example, if you wanted to be able to recruit Anges straight away, let me know and i'll tell you the new higher resource cost.

Peasant Huts, 1500gp, 64 peasants/week --- Conscript Mess, 1500gp, Upgrade to conscripts.
The Butts, 1500gp 10w, 32 archers/week --- Master Fletcher, 500gp 10w, Upgrade to Longbowmen.
Barracks, 2000 10o, 16 Footmen/week --- Manor, 2000, 2w 2o 2m 2c 2g 2s, Upgrade to Squires.
The Lists, 3000, 15o, 8 Knights/week --- Estates, 3000, 3w 3o 3m 3c 3g 3s, Upgrade to Grand Masters.
Church, 5000, 5w 5o, 4 Priests/week --- Cathedral, 5000, 5w 5o 5m 5c 5g 5s, Upgrade to Justicars.
Tourney, 7000, 15w, 2 Cavaliers/week --- Shrine, 7000, 10g 10c, Upgrade to Paladins.
Relic, 12000, 10w 10o 10m 10c 10g 10s, 1 Angel/week --- Temple, 15000, 20w 20o 10m 10c 10g 10s, Upgrade to Archangels.

Blacksmith, 500gp 5m 5s, +2 attack an defence --- Crafter's Guild, 500gp 2w 2o 2m 2s 2g 2c, +3 attack and defence --- Master Forge, 10m, 1 troop type gets +10 to all stats except hp.

Stables, 1000gp 20w, increases speed of one troop type.

Sewers, 2000gp 10w 10o, +500gp/day.

Baths, 5s 2g 2m 5s, +500/day.

Marketplace, 500gp 5w, allows trade +500gp/day --- Resource silo, 5000gp 5o, +1 chosen resource of your choice --- Blackmarket, 10,000gp, +1000gp/day/silo.

Watchtowers, 1000gp 10w 10o, reveals hidden treasures and mines throughout the kingdom and increases field of view --- Boarder Forts, 2000 10w 10o, reveals more hidden treasures and mines throughout the kingdom and further increases field of view --- Mounted Patrol, 1000, reveals hidden treasures and mines throughout the kingdom and increases field of view and gives hero increased movement on the campaign map --- Raiding Parties, 500, reveals hidden treasures and mines throughout the kingdom and provides a small amount of resources after each victory on the map --- Cartographer's Guild, 5000gp 10w 10om5m 5c 5g 5s, All treasures, chests, mines, crypts, garrisons, heroes, armies, neutrals, resources and the rest are revealed to the owner of a Cartographer's Guild. Their heroes' movement is also increased.

Summoning Tower, 15,000gp, Troops can be summoned from this tower to the hero's army at the START of that turns movement at no cost to the hero's mana or to his movement.

Dragon Portal, 10,000 10m 10c 10g 10s, Summons 1-5 upgraded Dragons to help defending army in all seiges (number dependant on Town size and wall strength.)

Mage's Guild Level one, 1000gp 1w 1o 1m 1c 1g 1s, Allows Arcane and divine heroes to learn some level one spells, if they are of high enough level (1 or above). --- Mage's Guild Level two, 1000gp 2w 2o 2m 2c 2g 2s, Allows Arcane and divine heroes to learn some level two spells, if they are of high enough level (3 or above). --- Mage's Guild Level three, 1000gp 3w 3o 3m 3c 3g 3s, Allows Arcane and divine heroes to learn some level three spells, if they are of high enough level (5 or above). --- Mage's Guild Level four, 1000gp 4w 4o 4m 4c 4g 4s, Allows Arcane and divine heroes to learn some level three spells, if they are of high enough level (7 or above). --- Mage's Guild Level five, 1000gp 5w 5o 5m 5c 5g 5s, Allows Arcane and divine heroes to learn some level five spells, if they are of high enough level (9 or above).

Arcane Forge, 10,000 5o 5m 5c 5g 5s, Sells Artifacts to the Hero at a steep price.



If you buy a troopbuilding eg a barracks, that building produces troops which you can purchase for gold. It produces more troops at the beginning of every week.



Think that covers basicly the entire game!

Ok i've been getting down to the nitty gritty of creating my team and unless i'm missing something, what is the point of putting points into max damage? Like, rather than spend 100 points on min damage and 100 on max and have a range of 100-200 damage, you could just spend 200 on min damage right? And then you'd do much more damage for the same cost

I didn't state it so it's a fair enough question, but maximum damage has to be equal to or higher than minimum damage. If minimum damage is 200 and maximum damage is 1, you will aways do 1 damage. Sorry for not making that clear !

Also if you spend 100 points on min damage and 100 on max damage your range is 100-100, not 100-200, just to clarify.

Sure, makes sense, just thought i'd check! And yeah the 100-200 thing was just bad maths on my part. Ok well ill try and get my team up by the end of the day! Do you want it posted in race thread or pmed to you?

If you don't mind posting the names of your troops by level and descriptions of them on the races thread that would be ace. Then pm me the exact details?




 

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